#version 330 core

uniform mat4 mvpMatrix;
//uniform mat3 nMatrix;
//uniform vec3 camPosition;

/*
mat4 mvpMatrix = mat4(1.0, 0.0, 0.0, 0.0,
					  0.0, 1.0, 0.0, 0.0,
					  0.0, 0.0, 1.0, 0.0,
					  0.0, 0.0, 0.0, 1.0);
*/

/*
mat3 nMatrix = mat3(1.0, 0.0, 0.0,
					0.0, 1.0, 0.0,
					0.0, 0.0, 1.0);

vec3 camPosition = vec3(0.0, 0.0, 1.0);
*/

in vec3 position;
//in vec3 normal;
in vec4 color;

out vec4 outColor;


void main(void)
{
	outColor = color;
    
    gl_Position = mvpMatrix * vec4(position, 1.0);
}